The original Two Worlds was a game that I really looked forward to, but when it came out there was so much to keep me from liking it that I actually only played the demo. The sequel is now out, in Europe at least, and it seems that they got a lot right this time around.
You start out with customizing your appearance as is more or less standard in this type of game. When the actual game starts you find yourself trying to escape from captivity and the main story thereafter revolves around saving your captured sister. The main story line is of medium length, but there's plenty of side quests to perform and the game world is very large. You will actually not even set foot in large parts of the world if you only rush trough the main quests, so there's a lot to explore.
Visually the game is simply beautiful, the graphics are very nice to look at both artistically and technically. The background tunes are quite suitable for the scenery and the voice acting is on par with or maybe even above average for the genre I would say, even though the main character sounds a little bit like Christian Bale's take on Batman. The dialogue is in my opinion above average for the genre. Care seems to be taken to avoid most fantasy clichés and present more mature conversations, I think it works pretty good. Some fantasy clichés do find their way in though, perhaps almost unavoidable in an RPG of this kind. One such is the pointy wizard hats that are so pointy that even Gandalf himself would be proud to wear one.
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Ah, my own little corner of paradise |
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Ah, what would magic be without pointy hats |
The camera as well as the character movement is a bit problematic at times, as two examples of the latter I sometimes found myself starting to sneak instead of running and I often got stuck behind my own summoned creatures in tight passages, then having to wait for the summoning spell to wear off. These problems aren't huge, but they are there.
The combat mechanics are ok, but wouldn't have been allowed inside a precision action game. Melee, ranged combat and magic are all viable play styles. I have so far spent most of my time in the world of Antaloor as a spellcaster, and the magic system is at first glance very interesting. Instead of learning set spells you combine different magical aspects (such as fire) with spell carriers (such as missile) and add modifiers (for example damage). With the examples in parenthesis you would create a spell that in many games would go under the name "firebolt". This seems very flexible, but in reality the options are somewhat limited since many of the possible combinations create the same spell but with different magical aspects, ie. ice bolt, lightning bolt, spectral bolt. There are some "special" combinations that mix it up by producing unexpected effects though. All in all I found myself relying on three different spells throughout the main story line. Even though the novel spell system isn't all that it perhaps could have been I thorougly respect the attempt to do something different though, and it does bring some new life into the firebolt slinging.
There are some mini games that function as lock picking, gambling by dice and pockpocketing. Lockpicking will probably be the most frequently used of these and it works pretty well. It's among the better lock picking mini games in the industry actually, which is not saying much though.
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Oh, are you playing a game? Can I join? Splendid! |
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Playing dice can win (read lose) you a lot of money |
So, is this a perfect game? No, sadly not, but it's definitely a good game, perhaps even great. And the difference in polish and quality from the original Two Worlds is really commendable. I would absolutely recommend this game not only to fans of the first, but even to those (such as me) who found the first game lacking.
I appreciate the dedication and courage it takes to produce and release a sequel when the original got such a poor reception, but they managed to turn the ship around and create a really nice and engrossing game this time. Pointy hats off to that!
All the best